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    posted a message on A proposed solution to the problem of ID conflicts
    Well, the server would have to send the lookup table to any connected clients, of course.

    In other news, WTFOMG how have I not heard of this ID Resolver before?! I almost had myself convinced a solution didn't exist. Thanks!
    Posted in: Requests / Ideas For Mods
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    posted a message on A proposed solution to the problem of ID conflicts
    This proposal is for an addition to Forge, Modloader, or similar.

    I recently got an idea that might prevent block and item ID conflicts from happening. What if Minecraft were modified to produce an ID lookup table on the fly? Such a table would be stored alongside world saves. Minecraft would generate a table of IDs during startup, based on mods currently loaded, preventing the need to specify in config files what ID blocks and items have. This is based on the idea that it's unimportant what the IDs are, it only matters what items and blocks they refer to.

    For example, consider Bob. He's a Minecraft player who made a world save, "Bob's World", while playing several mods he likes, including "Mo' Flowers". He found a new mod, say, "Uranium Tools", and decided to install it. To his dismay, he finds that the item ID of Item.uraniumShovel is 217, the same ID as Item.purpleRose! All his chestfulls of beautiful flowers have been turned into radioactive shovels! If only he had known item ID 237 wasn't being used by anything...

    My proposal would have prevented this by saving a list of all item IDs currently in use inside the Bob's World savefile, as well as what each ID points to. When Bob's World is opened again with Uranium Tools installed, the table is automatically updated to specify that item ID 237 has been taken and now points to Item.uraniumShovel.

    So basically, as long as there are free IDs remaining, ID conflicts are impossible.

    On the downside, spawning items with commands just got a lot harder, but we have Creative mode and NEI for that, right?

    What do you guys think? Any expert opinons on whether such a mod is possible, or what drawbacks it would have? Has this been proposed before? Anybody interested?
    Posted in: Requests / Ideas For Mods
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    posted a message on Dual Wielding
    I made a dual wielding mod: http://www.minecraftforum.net/topic/1696352-gooberpatrols-mods/ check it out if you want to.
    Posted in: Suggestions
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    posted a message on Help with input detection
    Nevermind! I tried renaming onPlayerRightClick and voila, the resulting error message pointed me to what I wanted! For any poor souls who are trapped in a similar predicament; methods inexplicably missing; code that could not possibly run on its own; the answer is: there's an entire other folder, src\minecraft\net\minecraft\client, containing additional source code. I can now safely believe I have not gone insane. BTW, thanks for all the help guys. Couldn't have done it without you. ^_^
    Posted in: Modification Development
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    posted a message on Help with input detection
    I'm trying to make a mod that involves changing what happens when the attack and use item buttons are clicked. The only problem is, I can't for the life of me find where the appropriate code is! I've found the keybinding class, the names of the keys (key.attack and key.use), the methods that are called when said keys are pressed (onPlayerRightClick, clickBlock? or perhaps onPlayerDamageBlock), the class that moves the player when the movement keys are pressed (PlayerMovementFromInput or some such), and even the class that moves viewpoint when the mouse is moved (MouseHelper, IIRC). But I cannot find the class/method that monitors the attack and use keys and calls the appropriate methods when pressed!

    The strangest thing of all is, I did a search through filenames and contents of the entire source code, and the only time "onPlayerRightClick" appears is in the title of the method itself! I'm no Java expert, but doesn't that mean nothing is calling it? As far as I'm aware, you have to state the name of a method to use said method. Additionally, if my memory serves me correctly, "key.attack" and "key.use" appear only in the Keybindings class, and nothing in there looked like code for monitoring keystrokes ingame. That leaves 6 options:

    1. The code I'm looking for really is there, but a combination of Windows Explorer search, Netbeans search, and my own 5 hour long hunt failed to find it.

    2. What I'm looking for is not in Minecraft. Is it in the lwjgl libraries? Something that comes with Java? Is that possible?

    3. What I'm looking at isn't the entirety of Minecraft. Is there some code that MCP refuses to decompile, whether because of copyright violation, a request by Notch, or being so fundamental to the integrity of the game that making it available would be a violation of the security of Mojang's revenue and the Minecraft community as a whole?

    4. I've already found what I'm looking for, but I've failed to comprehend it, due to a woeful lack of knowledge of the workings of Minecraft, Java, and programming itsef.

    5. Minecraft is haunted.

    6. I'm dreaming, or in the Matrix, or something.

    Apologies for the melodrama, but this is the first time in years a combination of trial-and-error and Google searching has failed to solve my problems.
    Posted in: Modification Development
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    posted a message on Gooberpatrol's Mods
    What, like help coding? That would be very useful. Would you happen to know the name of the class that performs a function when a mouse button is clicked? Or better yet, a database of classes with detailed descriptions of what they do? The MCP's titles aren't always clear enough for a noob like me to navigate easily.

    Edit: found it. It's in minecraft.java.
    Posted in: Mods Discussion
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    posted a message on Gooberpatrol's Mods
    Ambidextrous 1.4.7




    Dual wielding mod. Not quite done with it, but I decided to release it now before 1.5 comes out.

    Right click to use right selected item, left click to use left. Scroll to select items.

    *Should* be multiplayer compatible. Side effects may include inability to place blocks with right hand and getting banned for cheating. Tools and food seem to work fine.

    Bugs: Middle clicking in Creative with a full lefthand inventory crashes the game.

    Download:http://www.mediafire.com/?kw9qo699oc6br6n

    Todo:
    1. Add a separate keybinding for interacting with chests, doors, villagers, etc. At the moment you have to have a block in your hand to interact.
    2. Make item keys user editable in a text file. Useful for mods that add useable items.
    3. Change the player inventory screen to be less confusing.
    4. Have both held items rendered at once.

    Golem Eggs 1.4.7
    My very first mod! Adds spawn eggs for Snow Golems and Iron Golems, as well as crafting recipes for them.


    Allows golems to be spawned from dispensers!

    I'll be very surprised if nobody has done something like this before.

    Oh, I also added spawn eggs for Giants.

    Download:http://www.mediafire.com/?0i5w4txh9isb17o

    Let me know what you think!
    Posted in: Mods Discussion
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    posted a message on [1.0.0]Robinton's Mods
    Quote from MineCrak

    * Oh yeah; Have some marshmellow Creepers!


    Oh my, those look delicious! :D
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    If you started using Adf.ly links I would use those voluntarily because I respect your work so much.
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    sp614x, this blows MCPatcher out of the water. This is everything I could've hoped for in a mod manager! Thank you so very much! :lol:
    Posted in: Minecraft Tools
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Doublewhim

    Indeed, I got impressed by the number of people on this thread begging for updates and such when it's clearly against the forum rules.

    That's why I support this :


    It is pretty ridiculous how many pages of "PLEASE UPDATE UR MOD PLOX" and "OMFG STOP PESTERING MCP ISNT EVEN OUT YET STFU" one has to flip through to find useful information on this forum.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    Hey Robinton! I have a few questions for you:

    1. Is CC currently compatible with Terrain Control, or are there plans for supporting it? Or are you cooking up your own terrain generator? I apologize, but after watching the videos on youtube of 4000 block high mountains that were present in previous versions of CC, I have resorted to carrying a bucket around with me to contain the sheer amounts of drool escaping from my mouth.

    2. Now that jeb has implemented 256 block worlds, he must have added 256 high vertical view distance, right? Does that mean CC will be getting *proper* cubic far view distance some time in the future?

    P.S. I loved your debate argument. I only found one problem with it. Antibiotics generally affect bacteria, not viruses.
    Posted in: Minecraft Mods
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